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CD-ROM Magazin 1996 May
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CD051996.BIN
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mis_0000.rtx
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Text File
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1996-02-26
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10KB
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273 lines
#---Global map settings---------------------------------------------------------
[GLOBAL_MAP_SETTINGS]
#Map id
!GLOBAL_SET_MAP 200
#Map bob lib id
!GLOBAL_SET_BOBS 0
#Set HQ bobs
!GLOBAL_SET_HQ_BOBS 6, 7, 0
#Computer play Player Peoples
#!GLOBAL_ADD_COMPUTER_PLAYER 1 3
#Mission text lib id
!LOAD_MISSION_TEXTS 1
#---Map commands----------------------------------------------------------------
[MAPCOMMANDS]
# Häuser Typ X Y
!SET_HOUSE 24, 33, 39
# Tiere Typ Anzahl X Y
!ADD_ANIMAL 6 3 41 44
!ADD_ANIMAL 1 1 30 36
!ADD_ANIMAL 2 1 28 37
# Waren:
!ADD_WARE 1 15 # Brett
!ADD_WARE 2 12 # Steine
!ADD_WARE 11 20 # Kohle
!ADD_WARE 6 2 # Fisch
!ADD_WARE 7 2 # Fleisch
!ADD_WARE 8 4 # Bread
!ADD_WARE 10 12 # Bier
# Leute:
!ADD_PEOPLE 0 40 # Träger
!ADD_PEOPLE 1 4 # Holzfäller
!ADD_PEOPLE 2 2 # Fischer
!ADD_PEOPLE 3 4 # Förster
!ADD_PEOPLE 4 2 # Schreiner
!ADD_PEOPLE 5 4 # Steinmetz
!ADD_PEOPLE 6 2 # Jäger
!ADD_PEOPLE 7 2 # Bauer
!ADD_PEOPLE 8 1 # Müller
!ADD_PEOPLE 9 1 # Bäcker
!ADD_PEOPLE 10 1 # Metzger
!ADD_PEOPLE 11 5 # Bergarbeiter
!ADD_PEOPLE 12 0 # Wirt
!ADD_PEOPLE 13 1 # Schweinebauer
!ADD_PEOPLE 14 0 # Pferdezüchter
!ADD_PEOPLE 15 1 # Eisenschmelzer
!ADD_PEOPLE 16 1 # Goldschmelzer
!ADD_PEOPLE 17 1 # Werkzeugmacher
!ADD_PEOPLE 18 1 # Waffenschmied
!ADD_PEOPLE 19 4 # Bauarbeiter
!ADD_PEOPLE 20 2 # Planierer
!ADD_PEOPLE 21 1 # Geologe
!ADD_PEOPLE 22 1 # Soldat 01
!ADD_PEOPLE 23 0 # Soldat 02
!ADD_PEOPLE 24 0 # Soldat 03
!ADD_PEOPLE 25 0 # Soldat 04
!ADD_PEOPLE 26 0 # Soldat 05
!ADD_PEOPLE 27 0 # Scout
!ADD_PEOPLE 27 0 # Bootsmacher
# Häuser: lumberjack, stonecrusher & sawmill
!ENABLE_HOUSE 0
!ENABLE_HOUSE 2
!ENABLE_HOUSE 5
#-------------------------------------------------------------------------------
# EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_DIRECT_EVENT 8 255 0 0
# Kapitel I.I
#-------------------------------------------------------------------------------
# EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 0 3 0 1 -1 -1
!MET_HOUSE_AMOUNT 1 3 2 1 -1 -1
!MET_HOUSE_AMOUNT 2 3 5 1 -1 -1
#-----------------------------------------------------------------------------------------
# End Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#------------------------------------------------------------------------------
!MET_END_EVENT 3 99 3 4 7 255 255 2 1
!MET_HOUSE_ENABLING 3 1 255 255 255 255 255
#---------------------------------------------------------------------------------------
# Kapitel I.II
#---------------------------------------------------------------------------------------
# EvNr EndEv Typ Anzahl TextID SampleID
#---------------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 4 7 1 1 -1 -1
#---------------------------------------------------------------------------------------
# End Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#-------------------------------------------------------------------------------
!MET_END_EVENT 7 99 1 15 16 255 255 4 2
!MET_HOUSE_ENABLING 7 25 255 255 255 255 255
#---------------------------------------------------------------------------------------
# Kapitel I.III
# EvNr EndEv x y TextID SampleID GotoFlag
#-------------------------------------------------------------------------------
!MET_POSITION_OCCUPIED 15 16 34 29 -1 -1 0
#---------------------------------------------------------------------------------------
# End Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#-------------------------------------------------------------------------------
!MET_END_EVENT 16 99 1 9 10 255 255 6 3
# Kapitel I.IV
# Eisen finden
# EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_FOUND_IRON 9 10 -1 -1
!MET_HOUSE_ENABLING 9 19 12 14 4 3 255
# End Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#-------------------------------------------------------------------------------
!MET_END_EVENT 10 99 1 11 12 13 14 8 4
# Kapitel I.V
# Eisenmine, Eisenschmelze & Waffenschmiede
# EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 11 14 19 1 -1 -1
!MET_HOUSE_AMOUNT 12 14 12 1 -1 -1
!MET_HOUSE_AMOUNT 13 14 14 1 -1 -1
#---------------------------------------------------------------------------------------
# End Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#-------------------------------------------------------------------------------
!MET_END_EVENT 14 99 3 20 255 255 255 10 5
# Kapitel I.VI
# Nördliche Ebene erreichen
# EvNr EndEv x y TextID SampleID GotoFlag
#-------------------------------------------------------------------------------
!MET_POSITION_OCCUPIED 20 99 39 19 12 6 0
!MET_HOUSE_ENABLING 20 6 255 255 255 255 255
# Events so nebenbei
# Kapitel I.VIII
# Gold Fund EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_FOUND_GOLD 17 99 14 7
!MET_HOUSE_ENABLING 17 15 18 255 255 255 255
#-------------------------------------------------------------------------------
# Kapitel I.IX
# Kohle Fund EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_FOUND_COAL 18 99 16 8
!MET_HOUSE_ENABLING 18 20 255 255 255 255 255
#-------------------------------------------------------------------------------
# Kapitel I.X
# Granit Fund EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_FOUND_GRANITE 19 255 18 9
!MET_HOUSE_ENABLING 19 21 255 255 255 255 255
#-------------------------------------------------------------------------------
# Kapitel I.XI
# Wasser Fund EvNr EndEv TextID SampleID
#-------------------------------------------------------------------------------
!MET_FOUND_WATER 24 255 20 -1
!MET_HOUSE_ENABLING 24 30 255 255 255 255 255
#-------------------------------------------------------------------------------
# Kapitel I.XII
# Erste Goldmünze EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_WARE_AMOUNT 25 99 15 1 22 -1
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# Kapitel I.XVI
# Tor finden EvNr EndEv x y TextID SampleID GotoFlag
#-------------------------------------------------------------------------------
!MET_POSITION_EXPLORED 26 99 34 2 30 -1 1
!MET_POSITION_OCCUPIED 27 99 34 2 -1 -1 0
# Finaler Event EvNr EndEv WPts Neue Ev(max 4 ) TextID SampleID
#-------------------------------------------------------------------------------
!MET_END_EVENT 99 255 14 255 255 255 255 100 -1
#!MET_END_EVENT 99 255 1 255 255 255 255 100 -1
!MET_SET_FINAL_EVENT 99
# Kapitel I.XIII
# Getreidefarm gebaut -> Schweinefarm und Mühle
# EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 21 99 6 1 24 -1
!MET_HOUSE_ENABLING 21 7 10 255 255 255 255
#--------------------------------------------------------------------------------------------------
# Kapitel I.XIV
# Schweineefarm gebaut -> Metzger
# EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 22 99 7 1 26 -1
!MET_HOUSE_ENABLING 22 9 255 255 255 255 255
#--------------------------------------------------------------------------------------------------
# Kapitel I.XIV
# Mühle gebaut -> Bäckerei
# EvNr EndEv Typ Anzahl TextID SampleID
#-------------------------------------------------------------------------------
!MET_HOUSE_AMOUNT 23 99 10 1 28 -1
!MET_HOUSE_ENABLING 23 11 255 255 255 255 255
# Von Anfang an aktive Events
#---------------------------------------------------------------------------------------
!MET_ADD_AS_ACT_EVENT 0
!MET_ADD_AS_ACT_EVENT 1
!MET_ADD_AS_ACT_EVENT 2
!MET_ADD_AS_ACT_EVENT 3
!MET_ADD_AS_ACT_EVENT 8
!MET_ADD_AS_ACT_EVENT 17
!MET_ADD_AS_ACT_EVENT 18
!MET_ADD_AS_ACT_EVENT 19
!MET_ADD_AS_ACT_EVENT 21
!MET_ADD_AS_ACT_EVENT 22
!MET_ADD_AS_ACT_EVENT 23
!MET_ADD_AS_ACT_EVENT 24
!MET_ADD_AS_ACT_EVENT 25
!MET_ADD_AS_ACT_EVENT 26
!MET_ADD_AS_ACT_EVENT 27
!MET_ADD_AS_ACT_EVENT 99